#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(push_constant) uniform PushConstants {
    mat4 projection;
    mat4 modelview;
} pc;
layout(location = 0) in vec3 inPosition;

layout(location = 0) out vec3 worldPos;

out gl_PerVertex 
{
    vec4 gl_Position;   
};
void main() 
{
	worldPos = vec3(pc.modelview * vec4(inPosition, 1.0));
	gl_Position = (pc.projection * pc.modelview) * vec4(inPosition.xyz,1.0);
}
